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Everything posted by Atom

  1. Did you try using the Fuse node after you have morphed your grid into a sphere?
  2. Here is another offering. Three UV mapped spheres that unfold to different grid aspect ratios. A 16:9, 4:3, and 32:9. These are pre-animated Alembic files, not procedural at all. ap_UV_spheres_unfold_to_plane.zip
  3. Pumping Vellum Cloth

    I suspected jitter in the walk animation, as well. I have never tried cleaning up an animation using CHOPs. I can fetch the geometry and drop down a Filter, but how do I route that filtered result back into the SOP network so it becomes the new animation?
  4. Crowd

    From my small investigation on this topic, it looks like Goleam can do more complex setups, compared to Houdini. For instance, you can't do archers in Houdini and turn their arrows into particles. I believe Maya can.
  5. Hmm... I find no evidence that either of these files produce a working solution. Is there a bug in the Bend sop in Houdini 18.0.327? What version of Houdini are you guys using?
  6. Rain water drips

    I came across another tutorial that demonstrates this technique. ap_rain_with_streams_along_surface_021220.hiplc
  7. How to fill a box with RBDs?

    Here is an old fill a cup with candy M&M scene. Maybe you can alter it to fit your needs. ap_rbd_fills_cup_021120.hiplc
  8. At some point, you are at the compositing level. Just create Houdini footage for the first zoom in. Once you are no longer looking at a sphere, use the 40k images to fake the rest in your compositor. Check out the old earth zoom tutorial on VideoCopilot.
  9. Flip Fuid Volume Loss

    It was recommended a few years back to try to simulate everything at real world size, but since then it has been discovered that Houdini has a "sweet" spot for simulation sizes. If you sim too small or too large, you have to use unreasonable separtions sizes and crazy collision resolutions that gobble up your memory. A recent trend is to simulate in the "sweet" spot and rescale your simulation to match your final world size. You can test this theory with your own scene. Scale your cups and emitter down to 0.03. This makes them the correct size for a cup to fit in one of the Default shelf tool character's hand. However, you'll quickly discover that you can't set the collision resolution small enough even if you decouple the collision resolution from the particle separation. While your scale is large and flip calculations are affected by larger scales, your basic setup works. Instead of adding wind to your simulation try replacing that with a PopDrag. This will slow down your particle movement, but you can boost the collision velocity scale to make up the difference. I set the Grid Scale to 1.0 to help with the fluid loss and enabled reseeding to smooth it out a bit. ap_Coffee_NEW_03.hipnc
  10. carve and nurbs

    If you have two primitives, drop your carve inside a foreach primitive loop. Then each line will start at 0.
  11. rain system question

    Revisit the Delete node in your setup and visualize it by moving the Blue display flag. Set the Delete to operate upon points and in the group field add the popstream from the pop replicate. "stream_popreplicate1" Delete non-selected. This will give you only replicated particles, not falling rain drops. You can also leverage the "justborn" group to get particles right when they appear.
  12. Installing RedShift?

    Are you actually running Houdini 17.5 or are you running Houdini 18? You can fetch the Houdini 18 plugin from the thread on the Redshift forum. Search there.
  13. Vellum fill into shape ?

    That is a nice example file. I guess you can use it for logos, too.
  14. Even more experiments. this file contains three different approaches. ap_tut_lines_over_surface.hiplc
  15. Still playing around with this. A volume sample multiplied by volume gradient push points along the surface, assisted by wind. I'm not sure how to detect the occasional "escaping" particle and terminate, however. ap_pop_conform_to_surface_with_wind_020120.hiplc
  16. And there was that swirly head tutorial, a few years back... ap_swirl_lines_around_airplane_013020.hiplc
  17. Another attempt. Once a particle comes in contact with the collision surface, it uses a volume sample to fetch the direction to push @P. float vs = volumesample(1,0,@P); if (vs<0){ // Yes we have collided. vector vg = volumegradient(1,0,@P); @P+=vg*0.01; i@group_collided = 1; } ap_pops_avoid_sort_of_013020.hiplc
  18. Here is a quick hack with Librarian's plane dropped into Farmfield's wind tunnel. ap_ff_POP_wind_tunnel_effect_013020.hiplc
  19. metal_deform plasticity

    Here is the your scene with the MOPs setup shown in the video. I cross faded the original simulation with the dampened one to bring the simulation to a stop. ap_metal_transform_2.hiplc
  20. metal_deform plasticity

    Try playing around with the sleeping time and breaking threshold of the RBD Solver, under the Advanced tab. You may want to deactivate the simulation after the sphere has passed through. Also, you might want to take a look at the MOPs tool kit. In this video, at 37:00 minutes, Henry covers a situation that is similar to your own. You can use a MOPs fall off to blend away RBD jitter.
  21. POP to SMOKE Question

    Here is my rebuild of your popnet to generate smoke. The upward movement of the smoke is controlled by the buoyancy on the popsolver. When you are rasterizing a particle into a volume, the f@pscale attribute plays a role. If the particle is too small, it may not generate any density. You can link density generation to particle age so it starts off less dense and grows more dense as it ages. ap_particles_trail_2_v03.hiplc
  22. That is normal, if you deform or change the surface you are scattering the points onto, it's similar to changing the seed on the scatter. You will get a different result every time the surface changes. Read the help card on the PointDeform node to lock down the point set before you CopyToPoints. There are a lot of example on this forum, try the search bar.
  23. Moana Water Separation Scene

    An ocean with a bend and a mirror gets you close. You might even be able to mask the white water where the bend occurs.
  24. Importing attributes with Opinput

    That looks like an assignment, not a fetch. I'm not sure if you can issue assignment via @opinput. (wouldn't that be @opoutput, which doesn't exist?) Try... vector my_v = @opinput1_v; float my_v_z = my_v.z;
  25. I am using Houdini on Ubuntu, and quite frankly, I don't experience any "noticible" difference in using Linux over Windows. If anything, you loose options with Linux, because some software tools that you might want to use with Houdini run may only on Windows or Mac. There is also the added frustration of dealing with Linux based installers that require knowledge of command codes that you may have to look up on the internet. You could easily waste a day or two, trying to get something to work when on Windows, you simply run an installer.